New Contributor -> New Menus
New Contributor -> New Menus
Hello ! I'm a big fan of TA, and I decided to contribute a little to this very nice project
So I started with the easiest thing to modify, and I made new menus with blender.
They can be rendered at any resolution, and they use very little original TA art.
Tell me what you think of it and maybe I can go on and do buttons / scrollbars / cursor and ingame GUI
I can provide the blender source files but I'd need some kind of ftp-server to upload them.
PS : do you have an IRC channel ?
PPS : all my work is under this nice license :
http://sam.zoy.org/wtfpl/
So I started with the easiest thing to modify, and I made new menus with blender.
They can be rendered at any resolution, and they use very little original TA art.
Tell me what you think of it and maybe I can go on and do buttons / scrollbars / cursor and ingame GUI
I can provide the blender source files but I'd need some kind of ftp-server to upload them.
PS : do you have an IRC channel ?
PPS : all my work is under this nice license :
http://sam.zoy.org/wtfpl/
- zuzuf
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yeah a Linux user !!
TA3D should support TGA, but you may have to add an alpha channel for TGA files, JPG is supported as well (alpha channel is set to 0xFF because JPG doesn't support alpha channel ).
gui graphics are in gfx/, with a default_skin directory where the skin sprites are stored, but this is defined in the gui/default.skn file and can be changed. For example if you create a skin named modern_skin, you'll store its widget data in gui/modern_skin.skn and tell TA3D to look for the sprites in gfx/modern_skin/...
Currently TA3D doesn't support skin dependent backgrounds, I am working on it, it will need a suffix. For example TA3D needs to load gfx/intro.jpg, you told it the skin suffix was _mdrn, it will load gfx/intro_mdrn.jpg instead to fit the skin needs.
-> is it possible to have buttons sprites at a higher resolution than the one used currently ?
I am working on it, everything will be set in the .skn file, you'll have your widget images and tell TA3D the scale of it on screen (will be scaled again to fit full screen mode so you don't get buttons with very small borders that doesn't fit the background scale)
TA3D should support TGA, but you may have to add an alpha channel for TGA files, JPG is supported as well (alpha channel is set to 0xFF because JPG doesn't support alpha channel ).
gui graphics are in gfx/, with a default_skin directory where the skin sprites are stored, but this is defined in the gui/default.skn file and can be changed. For example if you create a skin named modern_skin, you'll store its widget data in gui/modern_skin.skn and tell TA3D to look for the sprites in gfx/modern_skin/...
Currently TA3D doesn't support skin dependent backgrounds, I am working on it, it will need a suffix. For example TA3D needs to load gfx/intro.jpg, you told it the skin suffix was _mdrn, it will load gfx/intro_mdrn.jpg instead to fit the skin needs.
-> is it possible to have buttons sprites at a higher resolution than the one used currently ?
I am working on it, everything will be set in the .skn file, you'll have your widget images and tell TA3D the scale of it on screen (will be scaled again to fit full screen mode so you don't get buttons with very small borders that doesn't fit the background scale)
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Bon, c'est un peu stupide d'etre deux francophones à parler anglais ^^
- J'ai un petit souci, je n'arrive pas a changer le skin en cours. je cliques modern et ca revient à l'écran de départ sans avoir changé le skin.
- sinon a quoi correspondent les x1,x2 etc... dans les fichiers de configuration ?
- est il possible de changer l'épaisseur des bordures de border_windows.tga par exemple ?
mici
- J'ai un petit souci, je n'arrive pas a changer le skin en cours. je cliques modern et ca revient à l'écran de départ sans avoir changé le skin.
- sinon a quoi correspondent les x1,x2 etc... dans les fichiers de configuration ?
- est il possible de changer l'épaisseur des bordures de border_windows.tga par exemple ?
mici
ok, i'll keep it in english
So :
- I am currently unable to change the GUI skin in the options : if I try to change, it goes back to the main menu without changing the skin.
- what is the meaning of the various coordinates in the skin configuration files ?
- is it possible to change the border width of widgets such as "window_borders.tga"
So :
- I am currently unable to change the GUI skin in the options : if I try to change, it goes back to the main menu without changing the skin.
- what is the meaning of the various coordinates in the skin configuration files ?
- is it possible to change the border width of widgets such as "window_borders.tga"
- zuzuf
- Administrateur - Site Admin
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try to empty the cache (in ~/.ta3d/cache) it might conflict with some updated files.
the coordinates in the .skn file are the coordinates of two points on the widget sprite. In fact it's the rectangle in the middle of the widget that will be stretched to fit the given size, whereas the part outside this rectangle is the border that will be stretched in a way that preserves border width.
you can change border width easily, just change the scale variable, it works exactly the same way for all widgets (they all use the same SKIN_OBJECT class).
Also the main menu doesn't have a skin at the moment, skin will affect all other screens, but not the main menu.
PS: oui effectivement entre français on pourrait parler notre belle langue mais nous ne sommes pas seuls sur ce forum
the coordinates in the .skn file are the coordinates of two points on the widget sprite. In fact it's the rectangle in the middle of the widget that will be stretched to fit the given size, whereas the part outside this rectangle is the border that will be stretched in a way that preserves border width.
you can change border width easily, just change the scale variable, it works exactly the same way for all widgets (they all use the same SKIN_OBJECT class).
Also the main menu doesn't have a skin at the moment, skin will affect all other screens, but not the main menu.
PS: oui effectivement entre français on pourrait parler notre belle langue mais nous ne sommes pas seuls sur ce forum
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- zuzuf
- Administrateur - Site Admin
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That's why we are making skins for GUI . But unfortunately the functions in menus cannot be modified by skins, you can modify the *.tdf & *.area files but you can only remove functions or add widgets that won't call any function. Well except for orders you can give through the cInterface system, but at the moment it can only play/pause the music.
So we'll have to add menus and I think we can keep current main menu (just update it) and add a new main menu which uses the GUI module, so we still have the choice.
You said it AF, TA is the basis and we don't have to follow it to the letter, so let's add options and features that can be turned off so that people can have their own GUI.
So we'll have to add menus and I think we can keep current main menu (just update it) and add a new main menu which uses the GUI module, so we still have the choice.
You said it AF, TA is the basis and we don't have to follow it to the letter, so let's add options and features that can be turned off so that people can have their own GUI.
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- zuzuf
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a Lua based skinning system ... hm that's interesting. This require to develop more the script module : add a Lua thread system, the possibility to call Lua functions from the GUI module, and add a Lua communication Layer in the main loop so we can have access to everything from Lua code .
I'll add this on the TODO list !
I'll add this on the TODO list !
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